How many screenshots does a Steam page need, and which ones?
5 min read
By Eduardo Orellana ·
Steam requires at least five screenshots, 1920x1080 or larger in 16:9, showing gameplay only: no concept art, pre-rendered cinematic stills, awards or marketing text. Well-known indie pages carry more: on 18 October 2026, Vampire Survivors had 7, Hades 11, Balatro 12, Hollow Knight 15 and Stardew Valley 16. Eight to twelve suits most games. The first four or five matter most, because they show beside the trailer and in Steam's hover previews, so lead with the core loop at its clearest. Mark at least four as suitable for all ages, or the game may not appear in some areas of Steam.
The first screenshot is the second thing a player sees
After the capsule, players look at the screenshots, often in a hover preview in a list before they even open the page. They are asking one question: what do I do in this game? A screenshot that answers it in a second earns the click; one that shows a menu, a logo or a moody landscape with no player in it does not.
The obvious approach is to upload the prettiest frames. The better one is to upload the clearest: frames where a stranger can see the character, the action and the goal at a glance, in the visual style the game actually has. Valve's rules point the same way, and its review sends back pages that do otherwise.
Valve's rules
From Valve's Standard Store Graphical Assets documentation:
- At least 5, 1920x1080 or larger, 16:9.
- Gameplay only. No concept art, pre-rendered cinematic stills, awards, marketing copy or written descriptions; menus only if they are a unique part of the game.
- At least 4 marked suitable for all ages, or the game may not appear in some areas of Steam.
- The page background, if you do not upload one, is generated from your last screenshot.
- Localised versions can be uploaded per language.
Valve's review checks that screenshots show gameplay, so concept art among them is a common reason a page comes back.
How many well-known pages use
Five indie games' Steam pages, read through Steam's public store data on 18 October 2026:
| Game | Screenshots | Videos | What the count suggests |
|---|---|---|---|
| Vampire Survivors | 7 | 3 | A simple loop is understood fast; videos carry the chaos |
| Hades | 11 | 3 | Variety of weapons, gods and rooms |
| Balatro | 12 | 1 | Screenshots carry the combos the description does not show |
| Hollow Knight | 15 | 5 | A large world shown area by area |
| Stardew Valley | 16 | 1 | The many activities of a life sim |
So how many should you upload?
Enough to show every kind of thing the player does, and no more. The five pages above span 7 to 16, with a middle around 12, and the count follows the game: a game with one tight loop needs fewer than a game with many systems or places. For most indie games, eight to twelve covers it. Fewer than eight often leaves out something a player would want to see; more than about fifteen are rarely viewed and dilute the strongest ones.
What matters more than the total is the order. The first four or five appear beside the trailer at the top of the page and in hover previews in lists, so they do most of the work. Treat the rest as the gallery for players who are already interested.
How to pick them
- First: the core loop, at its clearest, with the player character, the action and the setting in one view.
- Second and third: variety, different places, enemies, systems or moods, so the game reads as more than one screen.
- One that shows depth: a build, a map, a crafting screen or a skill tree, if that is what the game is about.
- One that shows the hook: the thing comparable games do not do.
- Keep the HUD players will see; hiding it misrepresents the game.
- Cut anything with debug text, placeholder art, empty rooms or text-heavy menus.
- Check the set at thumbnail size: if two look the same small, drop one.
Capturing them well
- Capture at 1920x1080 or above, in 16:9, from the game itself, not scaled up from a smaller window.
- Stage the moment: place the camera, pose the character and time the action the way a photographer would. A staged frame is still real gameplay.
- Use the shipping graphics settings, or say so if a screenshot uses higher settings than the defaults.
- Take many, keep few: capture twenty or thirty and choose the best eight to twelve.
- Replace them as the game improves; outdated screenshots undersell a game that has moved on.
- Keep the originals at full resolution with their capture date, so a later trailer, press kit or festival submission can reuse the same frames.
Where else your screenshots appear
Valve's documentation notes that screenshots are used beyond the store page, in featured places such as the Steam home page, and players see them in hover previews when browsing lists. That is why the all-ages marking matters: Steam needs safe images it can show to anyone in those places. It is also why every screenshot should stand on its own, without the description beside it: in a hover preview or a feature slot, the image is all the player gets.
If your game has text in its interface and you localize it, upload localized screenshots too, so a player browsing in Japanese or Brazilian Portuguese sees the interface in their language. Screenshots with no interface text serve every language at once.
Where the principle breaks
"Gameplay only" is clear for action games and fuzzier for others. In a narrative game, a dialogue scene is gameplay; in a strategy game, a busy interface may be the game itself. The test is not whether a screenshot is pretty or busy, but whether it shows what a player will see while playing. When in doubt, ask whether the image could be taken by a player in the shipped game. If it could, it belongs.
Where Flockbay fits
Flockbay's Steam page takes screenshots from the running game at 1920x1080, five or more, in the order taken, for you to reorder or replace, and exports them in the page's .zip, which you upload yourself. Preparing the page by hand and its .zip are free; drafting is free in beta until 1 December 2026.
Questions
- What size should Steam screenshots be?
- 1920x1080 or larger, in 16:9.
- Can I use concept art as a Steam screenshot?
- No. Valve asks that screenshots show gameplay only; concept art, cinematic stills and marketing text belong elsewhere.
- How many screenshots do successful Steam games use?
- Between 7 and 16 among five well-known indie pages on 18 October 2026: Vampire Survivors 7, Hades 11, Balatro 12, Hollow Knight 15 and Stardew Valley 16.
- What order should Steam screenshots be in?
- The clearest view of the core loop first, then variety (places, enemies, systems), then depth and the hook. The first four or five carry most of the weight because they show beside the trailer and in hover previews.
- What does "suitable for all ages" mean for Steam screenshots?
- It is a marking you set per screenshot. Valve asks for at least four marked suitable for all ages, or the game may not appear in some areas of Steam.
Keep reading
- The indie game publishing guide
- How to make a Steam page
- GIFs in a Steam description
- Steam store page kit
- Steam page checklist: before you submit for review
- How long Steam's store page review takes
- How to make a game trailer, step by step
- Steam image sizes: every capsule, library and event asset, with templates
- What the best Steam store pages have in common
Flockbay builds your game for free and takes its Steam screenshots from the running game.
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